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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cgotoxy(x+4, y, GOTO_STAT);
int col = -wherex();
cprintf( "%d", you.hp );
// 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 articles
else if ( place.level_type == LEVEL_PORTAL_VAULT
|| place.level_type == LEVEL_LABYRINTH)
{
if (you.level_type_name == "bazaar")
short_name = "A Bazaar";
else
short_name.insert(0, "A ");
}
// Definite articles
else 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_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;