monsters that are piled up combine strength(*) to bash things
*: only the primary basher (mob right infront of door) benefits
*: only monsters directly behind the primary basher add 100% str, others add 50%
*: this pools monsters up to 5 tiles behind the primary, and up to 1 tile on either side
ex: P: primary (100% str=2), 2: helper (100% str=2), 1: helper (50% str=2), 0: disqualified monster, -: wall, +: door
.0210
.021.
--21.
01P1.
--+--
.....
total = 13; 2 + (2*3) + (1*5)
//nitpickery-be-gone
Cleanup player::use() and fixup iuse methods that depended on weirdnesses thereof.
Revert accidental merge of unrelated not-ready-for-pr branch

This reverts commit af357efcdd052d8340c6fa87fde21d0204da9782.
fixorcomment
Survival tonfa WIP

First parts of the survival tonfa.  Items and menus all work, but need
to make a new version of iuse::tazer with hardcoded energy use so
zapping things with this uses power.
new iuse::tazer2 first try and formatting
name changed to tactical tonfa, description tweak

Now called a tactical tonfa, thanks Petethegoat.  Does sound better than
survival tonfa, although I'm also debating going with SWAT tonfa, anyone
have an opinion?
Finish renaming, fixed warning

Turned out the warning came from me missing a line of code. D'oh.
Fixed that and renamed menu entries to tactical tonfa.
tactical tonfa recipe and item spawn
Powered quarterstaff and generalize iuse::tazer function

Adds the powered quarterstaff, recipe for same and removes the name
"tazer" from the tazer iuse textstrings, so the function can be used by
other items.
Fix missing commas

I think I have this right, actually can recipes even have more than one
skill requirement?
New animals and animal groups & rebalaces to existing animals and groups
map: add field functions to match add/remove_field style invocation, and simplify code
elsewhere.

 int get_field_age(const point p, const field_id t);
 int get_field_strength(const point p, const field_id t);
 int adjust_field_age(const point p, const field_id t, const int offset);
 int adjust_field_strength(game *g, const point p, const field_id t, const int offset);
 int set_field_age(const point p, const field_id t, const int age, bool isoffset = false);
 int set_field_strength(game *g, const point p, const field_id t, const int str, bool isoffset = false);
 field_entry * get_field( const point p, const field_id t );
as per:
 bool add_field(game *g, const point p, const field_id t, unsigned int density, const int age);
 bool add_field(game *g, const int x, const int y, const field_id t, const unsigned char density);
 void remove_field(const int x, const int y, const field_id field_to_remove);
removing the need to:
 field & usedonlyonce = m.field_at(x, y);
 if ( usedonlyonce.findField(fd_fire) ) {
    if ( usedonlyonce.findField(fd_fire).getDensity() == 1 ) {
        m.remove_field(x,y, fd_fire);
    } else {
        usedonlyonce.findField(fd_fire).setDensity(usedonlyonce.findField(fd_fire).getDensity() - 1);
    }
 }
in favor of:
 m.adjust_field_strength(x, y, fd_fire, -1);
Implemented vermin, updated some spawn lists and monster type definitions
First pass.
component and required skill fix

ruduced tactical tonfa difficulty to 6, 7 seemed too high.  Also fixed
powered quarterstaff needing wire instead of copper cable.  Finally,
removed required skill melee 1 from both, not sure if required skill
even supports multiple requirements.  Actually, can't get ANY required
skills to show up in game at ALL, are they broken right now?
fixed ascii symbol for foxes, edits to some descriptions
Weights and such.
Fix some missing vermin tags