When 'popup_dialog' is set, the Qt interface uses a popup window
for yn_function() calls and the dialog has a list of buttons, one
per potential choice. It has been handling "yn?" and "ynq?"
questions differently from general request-one-char prompts, using
buttons "Yes", "No, and "Cancel" instead of showing individual
letters. This extends that to "ynaq" and "yn#aq" questions and
labels 'q' reply as "Stop" instead of "Cancel" for those. Also,
when player uses keyboard instead of mouse to answer, allow 'c'
as well as 'q' for cancel ones, 's' as well as 'q' for stop ones.
Prompt Buttons
yn [Yes ][ No ]
ynq [ Yes ][ No ][Cancel]
ynaq [Yes ][ No ][All ][Stop]
yn#aq [Yes ]Count:______[ No ][All ][Stop]
rl [ Left ][Right ] //unchanged; included for completeness
(For contrast, when something specifies "ny" as the acceptable
choices, the buttons will just be [n][y]. Prompts for choosing
from a list of inventory letters can't accidentally match these
special cases as long as they're specified in alphabetical order.)