crawl-ref/source/files.cc
bool player::level_visited(const level_id &level)
{
    // `is_existing_level` is not reliable after the game end, because the
    // save no longer exists, so we ignore it for printing morgues
    if (!is_existing_level(level) && you.save)
        return false;
    const auto &visited = props[VISITED_LEVELS_KEY].get_table();
    return visited.exists(level.describe());
}
/**
 * Has the player visited the level currently stored in the save under the id
 * `level`, if there is one? Returns false if there isn't one. This stores
 * *token level* visited state, not type-level -- it does not answer questions
 * like, e.g. has the player ever visited a trove? For that, see place_info.
 * This distinction matters mainly for portal branches, especially ones that can
 * be revisited, e.g. Pan levels and zigs.
 */
Has the player visited the level currently stored in the save under the id
`level`, if there is one. Returns false if there isn't one. This stores
*token level* visited state, not type-level -- it does not answer questions
like, e.g. has the player ever visited a trove. For that, see place_info.
This distinction matters mainly for portal branches, especially ones that can
be revisited, e.g. Pan levels and zigs.
Has the player visited the level currently stored in the save under the id ` level ` if there is one . Returns false if there isn ' t one . This stores * token level * visited state not type - level -- it does not answer questions like e . g . has the player ever visited a trove . For that see place_info . This distinction matters mainly for portal branches especially ones that can be revisited e . g . Pan levels and zigs .
bool player::level_visited(const level_id &level)
{
    if (!is_existing_level(level) && you.save)
        return false;
    const auto &visited = props[VISITED_LEVELS_KEY].get_table();
    return visited.exists(level.describe());
}
bool player :: level_visited ( const level_id & level ) { if ( ! is_existing_level ( level ) && you . save ) return false ; const auto & visited = props [ VISITED_LEVELS_KEY ] . get_table ( ) ; return visited . exists ( level . describe ( ) ) ; }
Has the player visited the level currently stored in the save under the id
 `level`, if there is one?
Has the player visited the level currently stored in the save under the id ` level ` if there is one?
// `is_existing_level` is not reliable after the game end, because the // save no longer exists, so we ignore it for printing morgues