Bugfix: Monster name not capitalized at start of sentence.

Thanks to UnNethack's Guest_41.
Ported over weeping angels from UnNethack.

There are some differences between the version implemented here and the version implemented in Un, as well as some semi-bug fixes.

1)Their gaze attack is reflexive (like medusa and dnethack's Great Cthulhu), and occurs once per turn only
2)They have a high intrinsic speed (48, or 4 moves per turn), but that speed is reduced if the character is able to see them.
2a)Reduction of speed is based on the amount by which they are separated. Clusters of angels can only move slowly. If the angels flank the player, they can move at ~12 speed. Single angels are completely paralyised.
3)Their level teleport attack is linked to their level DRAINING attack. If the character posesses Teleport control, they will not be teleported and resist the level drain effect as well. Resistance to level drain likewise prevents level teleportation.
4)They drain a lot more magic energy per hit, and have an extra claw attack that they use if the level teleport fails
5)After the player kills Rodney or performs the Invocation, the angels become much more agressive.
5a)The angels will now spawn in large groups, and these groups will be dispersed throughout the current dungeon level, so that the angels can attack from all sides.
5b)The angels will no longer attempt to level teleport the character, instead they will drain one level per hit.
5c)They are therefore garunteed to use their claw attack each turn, as well.
5d)As in UnNethack, they will no longer level teleport other monsters with their attacks.


allmain.c, mhitu.c: Reflexive gaze attacks like the weeping angels' Blink attack and Cthulhu's wis drain attack should only happen once per turn.

attrib.c: Excercise and abuse of Int was blocked. This was probably causing some other changes I had made to not have an effect, so, thanks, Unnethack!

makemon.c: modification of group initilization code so that it can disperse groups throughout the current level.

mon.c: computes the amount by which the angels should slow down. First makes a pass through the monster list, converting the coordinates (x,y) of every visible weeping angel into polar coordinates (r,theta) relative to your position. The first theta is flagged as the index, and subsequent thetas are compaired to each other relative to the index to determin the minimum vision arc needed to keep an eye on all visible weeping angels. The angels speeds are then scaled based on the size of this arc. This is done on a per-tick basis, so that if you loose line of sight on an angel it will take its remaining turns for the round at full speed.

mon.c (still): The quantumlock code from Un is obsolete, but retained in inactive form for now (I may have an alternative use for it and want the model :-) ).

mondata.c: BUGFIX, improved monster ai: the improved monster AI patch was fouling on the weeping angels' gaze attack. This fixes that problem and probably a few others I hadn't noticed.

monmove.c: Unconected to weeping angels. Scales Great Cthulhu's speed so he can use his gaze attack more often than he moves.

monst.c: In addition to the weeping angel stuff, there are a few tweaks to other monsters.

muse.c: SEMI-BUGFIX, weeping angels should get special messages while using items, like they do for attacks. Also, they are largely mute and shouldn't be able to use scrolls.