Idea by Chris Smith, via Unnethack
E xchar NDECL(level_difficulty);
E schar FDECL(lev_by_name, (const char *));
E schar FDECL(print_dungeon, (BOOLEAN_P,schar *,xchar *));
+E char *FDECL(get_annotation, (d_level *));
E int NDECL(donamelevel);
E int NDECL(dooverview);
E void FDECL(show_overview, (int,int));
boolean new = FALSE; /* made a new level? */
struct monst *mtmp;
char whynot[BUFSZ];
+ char *annotation;
if (dunlev(newlevel) > dunlevs_in_dungeon(newlevel))
newlevel->dlevel = dunlevs_in_dungeon(newlevel);
save_currentstate();
#endif
+ if ((annotation = get_annotation(&u.uz)))
+ You("remember this level as %s.", annotation);
+
/* assume this will always return TRUE when changing level */
(void) in_out_region(u.ux, u.uy);
(void) pickup(1);
}
}
+char *
+get_annotation(lev)
+d_level *lev;
+{
+ mapseen *mptr;
+ if ((mptr = find_mapseen(lev)))
+ return mptr->custom;
+ return NULL;
+}
+
/* #annotate command - add a custom name to the current level */
int
donamelevel()