Adjust window-port related option processing
to allow common parsing in the core, and direct access to the results by the window port. Notes: o Adds a new field, wincap, to the window_procs structure for setting bits related to the preference features that the window port supports. This allows run-time determination of whether a particular option setting is applicable to the running window port. A window-port is free to support as many, or as few, of the available options as it wants. Ensure that only the ones supported have their corresponding bit set in window_proc.wincap. [see chart in doc/window.doc for help with that.] o The settings I stuck into wincap for each window port are almost certainly not accurate, so each port team should review them. You should only include the ones that you will actually react to and make adjustments for if the user changes that option. Without the setting in wincap, the option won't even show up in the 'O'ptions menu. o preference_update() added to the window-port interface, so that the window-port can be notified if an option of interest (an option with its corresponding bit set in wincap field) is changed. o provided a genl_preference_update() routine in windows.c and used it for all the existing window ports since they don't have a functional one of their own yet. o this messes around heavily with iflags and the options arrays in options.c o I hope I didn't break any port's existing code. I tried not to. The Mac however, in particular, should be looked at because it suffered a namespace collision with what I was working on around fontname. It had Mac specific font stuff in options.c. Please test the Mac.
This commit is contained in:
@@ -2053,10 +2053,6 @@ You may have to turn this off if you have more than 2 GB free space
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on the partition used for your save and level files.
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Only applies when MFLOPPY was defined during compilation.
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%.lp
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\item[\ib{color}]
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Use color for different monsters, objects, and dungeon features
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(default on for microcomputers).
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%.lp
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\item[\ib{confirm}]
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Have user confirm attacks on pets, shopkeepers, and other
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peaceable creatures (default on).
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@@ -2167,11 +2163,6 @@ or the present ones rearranged.
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Cannot be set with the `{\tt O}' command.
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%.lp
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\item[\ib{eight\_bit\_tty}]
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Pass eight-bit character values (for example, specified with the {\it
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traps \/} option) straight through to your terminal (default off).
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Only applies to the tty port.
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%.lp
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\item[\ib{extmenu}]
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Changes the extended commands interface to pop-up a menu of available commands.
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It is keystroke compatible with the traditional interface except that it does
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@@ -2208,12 +2199,6 @@ Turning help off makes just looking at things faster, since you aren't
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interrupted with the ``{\tt More info?}'' prompt, but it also means that you
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might miss some interesting and/or important information.
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%.lp
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\item[\ib{hilite\_pet}]
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Visually distinguish pets from similar animals (default off).
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The behavior of this option depends on the type of windowing you use.
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In text windowing, text highlighting or inverse video is often used;
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with tiles, generally displays a heart symbol near pets.
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%.lp
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\item[\ib{horsename}]
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Name your starting horse (ex.\ ``{\tt horsename:Trigger}'').
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Cannot be set with the `{\tt O}' command.
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@@ -2397,12 +2382,6 @@ is on. Default is all types.
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\item[\ib{prayconfirm}]
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Prompt for confirmation before praying (default on).
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%.lp
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\item[\ib{preload\_tiles}]
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For the protected mode MSDOS version, control whether tiles
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get pre-loaded into RAM at the start of the game. Doing so
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enhances performance of the tile graphics, but uses more memory. (default on).
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Cannot be set with the `{\tt O}' command.
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%.lp
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\item[\ib{pushweapon}]
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Using the `w' (wield) command when already wielding
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something pushes the old item into your secondary weapon slot (default off).
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@@ -2519,6 +2498,118 @@ Select which windowing system to use, such as ``{\tt tty}'' or ``{\tt X11}''
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Cannot be set with the `{\tt O}' command.
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\elist
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%.hn 2
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\subsection*{Window Port Customization options}
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%.pg
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Here are explanations of the various options that are
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used to customize and change the characteristics of the
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windowtype that you have chosen.
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Character strings that are too long may be truncated.
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Not all window ports will adjust for all settings listed
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here. You can safely add any of these options to your
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config file, and if the window port is capable of adjusting
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to suit your preferences, it will attempt to do so. If it
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can't it will silently ignore it. You can find out if an
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option is supported by the window port that you are currently
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using by checking to see if it shows up in the Options list.
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Some options are dynamic and can be specified during the game
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with the `{\tt O}' command.
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\blist{}
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%.lp
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\item[\ib{align\_message}]
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Where to align or place the message window (top, bottom, left, or right)
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%.lp
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\item[\ib{align\_status}]
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Where to align or place the status window (top, bottom, left, or right).
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%.lp
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\item[\ib{ascii\_map}]
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NetHack should display an ascii map if it can.
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%.lp
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\item[\ib{color}]
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NetHack should display color if it can for different monsters,
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objects, and dungeon features
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%.lp
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\item[\ib{eight\_bit\_tty}]
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Pass eight-bit character values (for example, specified with the {\it
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traps \/} option) straight through to your terminal (default off).
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%.lp
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\item[\ib{font\_map}]
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NetHack should use a font by the chosen name for the map window.
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%.lp
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\item[\ib{font\_menu}]
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NetHack should use a font by the chosen name for menu windows.
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%.lp
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\item[\ib{font\_message}]
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NetHack should use a font by the chosen name for the message window.
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%.lp
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\item[\ib{font\_status}]
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NetHack should use a font by the chosen name for the status window.
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%.lp
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\item[\ib{font\_text}]
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NetHack should use a font by the chosen name for text windows.
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%.lp
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\item[\ib{font\_size\_map}]
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NetHack should use this size font for the map window.
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%.lp
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\item[\ib{font\_size\_menu}]
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NetHack should use this size font for menu windows.
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%.lp
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\item[\ib{font\_size\_message}]
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NetHack should use this size font for the message window.
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%.lp
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\item[\ib{font\_size\_status}]
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NetHack should use this size font for the status window.
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%.lp
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\item[\ib{font\_size\_text}]
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NetHack should use this size font for text windows.
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%.lp
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\item[\ib{hilite\_pet}]
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Visually distinguish pets from similar animals (default off).
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The behavior of this option depends on the type of windowing you use.
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In text windowing, text highlighting or inverse video is often used;
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with tiles, generally displays a heart symbol near pets.
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%.lp
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\item[\ib{large\_font}]
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NetHack should use a large font.
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%.lp
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\item[\ib{map\_mode}]
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NetHack should display the map in the manner specified.
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%.lp
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\item[\ib{popup\_dialog}]
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NetHack should pop up dialog boxes for input.
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%.lp
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\item[\ib{preload\_tiles}]
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NetHack should preload tiles into memory.
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For example, in the protected mode MSDOS version, control whether tiles
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get pre-loaded into RAM at the start of the game. Doing so
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enhances performance of the tile graphics, but uses more memory. (default on).
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Cannot be set with the `{\tt O}' command.
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%.lp
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\item[\ib{scroll\_margin}]
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NetHack should scroll the display when the hero or cursor
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is this number of cells away from the edge of the window.
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%.lp
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\item[\ib{tiled\_map}]
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NetHack should display a tiled map if it can.
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%.lp
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\item[\ib{tiles\_16x16}]
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NetHack should display 16x16 tiles if it can.
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%.lp
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\item[\ib{tiles\_32x32}]
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NetHack should display 32x32 tiles if it can.
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%.lp
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\item[\ib{tiles\_8x16}]
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NetHack should display 8x16 tiles if it can.
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%.lp
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\item[\ib{use\_inverse}]
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NetHack should display inverse when the game specifies it.
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%.lp
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\item[\ib{vary\_msgcount}]
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NetHack should display this number of messages at a time in the message window.
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\elist
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%.hn 2
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\subsection*{Configuring NetHack for Play by the Blind}
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