Instead of just accepting an attribute, it's now possible to
use a color, or both color and attribute, for example:
OPTIONS=menu_headings:inverse
OPTIONS=menu_headings:red
OPTIONS=menu_headings:red&underline
Default is still just inverse.
This lets the player change the menu heading color without
needing to use menu colors for them.
Also makes it so the core uses NO_COLOR instead of 0, for all
the menu lines which don't have any prefedefined color.
Tested for tty, curses, x11, qt, and win32
rename display_gamewindows() to init_sound_and_display_gamewindows()
(I know that's getting pretty long-named).
move activate_chosen_soundlib() into init_sound_and_display_gamewindows()
from moveloop_preamble().
Also included was a missing break in a switch related to sounds.
Add minor detail to recently added map description in doc/window.txt:
origin is in upper left and positive y goes downward, so not typical
Cartesian x,y coordinate plane.
Something that FIQ once pointed out: the fact that map column 0 is
not shown wasn't explicitly described anywhere. Add a paragraph for
NHW_MAP to doc/window.txt and describe it there.
(user-side decisions really, but as it stands right now
user-side decisions/options are made and processed by the core)
add a parameter to add_menu so color can be passed