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
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// 01234567890123456789// Health: xxx/yyy (zzz)cgotoxy(x, y, GOTO_STAT);textcolor(BROWN);cprintf(max_max_hp != you.hp_max ? "HP: " : "Health: ");
col += wherex();if (max_max_hp != you.hp_max)col += _count_digits(max_max_hp) + 3;for (int i = 14-col; i > 0; i--)
int col = wherex() - crawl_view.hudp.x;for (int i = 18-col; i > 0; i--)
cprintf("%d", you.experience_level);cgotoxy(19,8, GOTO_STAT);textcolor(Options.status_caption_colour);cprintf("Pool: ");textcolor(LIGHTGREY);
static std::string _level_description_string_hud(){const PlaceInfo& place = you.get_place_info();std::string short_name = place.short_name();if (place.level_type == LEVEL_DUNGEON&& branches[place.branch].depth > 1){short_name += make_stringf(":%d", player_branch_depth());}// Indefinite articleselse if ( place.level_type == LEVEL_PORTAL_VAULT|| place.level_type == LEVEL_LABYRINTH){if (you.level_type_name == "bazaar")short_name = "A Bazaar";elseshort_name.insert(0, "A ");}// Definite articleselse if (place.level_type == LEVEL_ABYSS){short_name.insert(0, "The ");}return short_name;}
}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_DUNGEONchar 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;