Show spells and skills in the dumplog
These are often an important part of a character's build. There's no purpose in listing them in disclose because the player generally already knows what spells and skills they had and doesn't need them identified, but they're useful when looking at someone else's game or reminiscing over a past game.
This commit is contained in:
170
src/weapon.c
170
src/weapon.c
@@ -16,6 +16,7 @@ staticfn boolean could_advance(int);
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staticfn boolean peaked_skill(int);
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staticfn int slots_required(int);
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staticfn void skill_advance(int);
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staticfn void add_skills_to_menu(winid, boolean, boolean);
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/* Categories whose names don't come from OBJ_NAME(objects[type])
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*/
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@@ -1215,6 +1216,102 @@ static const struct skill_range {
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{ P_FIRST_SPELL, P_LAST_SPELL, "Spellcasting Skills" },
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};
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/* write a list of skills onto the given menu
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if selectable is set, give selection letters for skills that can be
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advanced and leave room for them on skills that can't be advanced */
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void
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add_skills_to_menu(winid win, boolean selectable, boolean speedy)
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{
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int pass, i, len, longest;
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anything any;
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char buf[BUFSZ], sklnambuf[BUFSZ];
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const char *prefix;
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int clr = NO_COLOR;
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/* Find the longest skill name. */
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for (longest = 0, i = 0; i < P_NUM_SKILLS; i++) {
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if (P_RESTRICTED(i))
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continue;
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if ((len = Strlen(P_NAME(i))) > longest)
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longest = len;
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}
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/* List the skills, making ones that could be advanced selectable if
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selectable is set. List the miscellaneous skills first. Possible
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future enhancement: list spell skills before weapon skills for
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spellcaster roles. */
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for (pass = 0; pass < SIZE(skill_ranges); pass++)
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for (i = skill_ranges[pass].first; i <= skill_ranges[pass].last;
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i++) {
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/* Print headings for skill types */
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any = cg.zeroany;
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if (i == skill_ranges[pass].first)
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add_menu_heading(win, skill_ranges[pass].name);
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if (P_RESTRICTED(i))
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continue;
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/*
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* Sigh, this assumes a monospaced font unless
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* iflags.menu_tab_sep is set in which case it puts
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* tabs between columns.
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* The 12 is the longest skill level name.
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* The " " is room for a selection letter and dash, "a - ".
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*/
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if (!selectable)
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prefix = "";
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else if (can_advance(i, speedy))
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prefix = ""; /* will be preceded by menu choice */
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else if (could_advance(i))
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prefix = " * ";
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else if (peaked_skill(i))
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prefix = " # ";
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else
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prefix = " ";
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(void) skill_level_name(i, sklnambuf);
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if (wizard) {
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if (!iflags.menu_tab_sep)
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Snprintf(buf, sizeof buf,
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" %s%-*s %-12s %5d(%4d)", prefix,
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longest, P_NAME(i), sklnambuf, P_ADVANCE(i),
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practice_needed_to_advance(P_SKILL(i)));
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else
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Snprintf(buf, sizeof buf,
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" %s%s\t%s\t%5d(%4d)", prefix, P_NAME(i),
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sklnambuf, P_ADVANCE(i),
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practice_needed_to_advance(P_SKILL(i)));
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} else {
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if (!iflags.menu_tab_sep)
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Snprintf(buf, sizeof buf,
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" %s %-*s [%s]", prefix, longest,
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P_NAME(i), sklnambuf);
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else
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Snprintf(buf, sizeof buf,
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" %s%s\t[%s]", prefix, P_NAME(i),
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sklnambuf);
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}
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any.a_int = selectable && can_advance(i, speedy) ? i + 1 : 0;
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add_menu(win, &nul_glyphinfo, &any, 0, 0,
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ATR_NONE, clr, buf, MENU_ITEMFLAGS_NONE);
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}
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}
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/* Displays a skill list for dumplog purposes. */
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void
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show_skills(void)
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{
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winid win;
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menu_item *selected;
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pline("Skills:");
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win = create_nhwindow(NHW_MENU);
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start_menu(win, MENU_BEHAVE_STANDARD);
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add_skills_to_menu(win, FALSE, FALSE);
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end_menu(win, "");
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nhUse(select_menu(win, PICK_NONE, &selected));
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destroy_nhwindow(win);
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}
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/*
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* The `#enhance' extended command. What we _really_ would like is
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* to keep being able to pick things to advance until we couldn't any
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@@ -1226,14 +1323,11 @@ static const struct skill_range {
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int
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enhance_weapon_skill(void)
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{
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int pass, i, n, len, longest, to_advance, eventually_advance, maxxed_cnt;
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char buf[BUFSZ], sklnambuf[BUFSZ];
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const char *prefix;
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int i, n, to_advance, eventually_advance, maxxed_cnt;
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char buf[BUFSZ];
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menu_item *selected;
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anything any;
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winid win;
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boolean speedy = FALSE;
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int clr = NO_COLOR;
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/* player knows about #enhance, don't show tip anymore */
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svc.context.tips[TIP_ENHANCE] = TRUE;
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@@ -1242,13 +1336,11 @@ enhance_weapon_skill(void)
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speedy = TRUE;
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do {
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/* find longest available skill name, count those that can advance */
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/* count advanceable skills */
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to_advance = eventually_advance = maxxed_cnt = 0;
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for (longest = 0, i = 0; i < P_NUM_SKILLS; i++) {
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for (i = 0; i < P_NUM_SKILLS; i++) {
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if (P_RESTRICTED(i))
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continue;
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if ((len = Strlen(P_NAME(i))) > longest)
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longest = len;
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if (can_advance(i, speedy))
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to_advance++;
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else if (could_advance(i))
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@@ -1280,64 +1372,8 @@ enhance_weapon_skill(void)
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add_menu_str(win, "");
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}
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/* List the skills, making ones that could be advanced
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selectable. List the miscellaneous skills first.
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Possible future enhancement: list spell skills before
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weapon skills for spellcaster roles. */
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for (pass = 0; pass < SIZE(skill_ranges); pass++)
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for (i = skill_ranges[pass].first; i <= skill_ranges[pass].last;
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i++) {
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/* Print headings for skill types */
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any = cg.zeroany;
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if (i == skill_ranges[pass].first)
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add_menu_heading(win, skill_ranges[pass].name);
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if (P_RESTRICTED(i))
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continue;
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/*
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* Sigh, this assumes a monospaced font unless
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* iflags.menu_tab_sep is set in which case it puts
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* tabs between columns.
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* The 12 is the longest skill level name.
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* The " " is room for a selection letter and dash, "a - ".
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*/
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if (can_advance(i, speedy))
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prefix = ""; /* will be preceded by menu choice */
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else if (could_advance(i))
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prefix = " * ";
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else if (peaked_skill(i))
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prefix = " # ";
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else
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prefix =
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(to_advance + eventually_advance + maxxed_cnt > 0)
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? " "
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: "";
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(void) skill_level_name(i, sklnambuf);
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if (wizard) {
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if (!iflags.menu_tab_sep)
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Snprintf(buf, sizeof buf,
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" %s%-*s %-12s %5d(%4d)", prefix,
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longest, P_NAME(i), sklnambuf, P_ADVANCE(i),
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practice_needed_to_advance(P_SKILL(i)));
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else
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Snprintf(buf, sizeof buf,
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" %s%s\t%s\t%5d(%4d)", prefix, P_NAME(i),
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sklnambuf, P_ADVANCE(i),
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practice_needed_to_advance(P_SKILL(i)));
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} else {
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if (!iflags.menu_tab_sep)
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Snprintf(buf, sizeof buf,
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" %s %-*s [%s]", prefix, longest,
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P_NAME(i), sklnambuf);
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else
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Snprintf(buf, sizeof buf,
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" %s%s\t[%s]", prefix, P_NAME(i),
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sklnambuf);
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}
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any.a_int = can_advance(i, speedy) ? i + 1 : 0;
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add_menu(win, &nul_glyphinfo, &any, 0, 0,
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ATR_NONE, clr, buf, MENU_ITEMFLAGS_NONE);
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}
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add_skills_to_menu(
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win, to_advance + eventually_advance + maxxed_cnt > 0, speedy);
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Strcpy(buf, (to_advance > 0) ? "Pick a skill to advance:"
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: "Current skills:");
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