Behaviorally: This change makes it so that Enter will never cancel
a dialog, unless that dialog only contains info to be read. Escape
will never unpredictably be treated as Enter. And some dialogs without
Escape to cancel, now can be canceled with Escape.
A lot of this just refactors dialogs to define the cancel button
at the top, not as a hotkey on a cancel button deep in the XML.
I think this makes enter/escape behavior in dialogxml files more
legible at a glance.
The picker is used in the special node dialog and also in monster abilities.
Some changes were made to the game as well:
* If the rotatable wall is used for a field missile or touch ability, there's no longer an option for the designer to pick an orientation. Instead, it behaves like the rotatable wall in a radiate field ability, selecting an orientation based on the creature's facing direction.
* The magic values sent to place_spell_pattern for direct damage were rearranged to match the order of the eDamageType enum. This should have no effect, since the core place_spell_pattern function is only called by the various wrapper overloads. It also simplifies the code quite a bit.
* The Protective Circle spell pattern is now exposed to the place patten special nodes. It can be used as just a radius 4 circle, but the effect of different layers of fields can also be obtained by specifying a field type or damage type of -1.
There is also a change to the dialog engine:
* Calling setText() also implicitly calls recalcRect()