Add optionsfull extended command
This is the previous, full options list. Adding it as an extended command, so users can do BIND=O:optionsfull to go back to the old behaviour.
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@@ -302,7 +302,6 @@ static void free_one_menu_coloring(int);
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static int count_menucolors(void);
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static boolean parse_role_opts(int, boolean, const char *,
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char *, char **);
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static int doset_simple(void);
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static unsigned int longest_option_name(int, int);
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static void doset_add_menu(winid, const char *, int, int);
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static int handle_add_list_remove(const char *, int);
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@@ -7721,7 +7720,7 @@ longest_option_name(int startpass, int endpass)
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}
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/* #options - the user friendly version */
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static int
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int
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doset_simple(void)
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{
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static boolean made_fmtstr = FALSE;
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@@ -7734,6 +7733,9 @@ doset_simple(void)
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boolean *bool_p;
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const char *name;
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if (iflags.menu_requested)
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return doset();
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if (!made_fmtstr) {
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Sprintf(fmtstr_doset, "%%s%%-%us [%%s]",
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longest_option_name(set_gameview, set_in_game));
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@@ -7855,7 +7857,7 @@ rerun:
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return ECMD_OK;
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}
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/* the #options command */
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/* the #optionsfull command */
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int
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doset(void) /* changing options via menu by Per Liboriussen */
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{
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@@ -7872,9 +7874,6 @@ doset(void) /* changing options via menu by Per Liboriussen */
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gavehelp = FALSE, skiphelp = !iflags.cmdassist;
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int clr = 0;
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if (!iflags.menu_requested)
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return doset_simple();
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/* if we offer '?' as a choice and it is the only thing chosen,
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we'll end up coming back here after showing the explanatory text */
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rerun:
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