[txc] Add a new unicode char for splitting chinese lines.
[Transifex] Sync.

Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
Set travel destination with enemies nearby.

We were checking i_feel_safe quite early in the travel process (before
prompting for a destination), and aborting if it returned false.  That
meant the player couldn't set a travel target: either they weren't
prompted for one at all (G), or they were prompted but the selection was
thrown out.

Instead, set the target and only abort when we are actually about to
start the travel.  That way the player doesn't have to spend as much
effort to remember what they were doing when the battle started.  As a
side effect, trying to travel with G, X, or x while confused now prints
a message instead of failing silently.

This doesn't work 100% correctly on no-interlevel-travel levels.
Revert the removal of two quotes.

Transifex can't handle a quote being present in languages other than English
when the "original" is not present.  In this case, it should be enough to
add a quote for the temple; I'm thus putting back the pl and de versions.
Add a quote for the Temple.  Vials of wrath!
Move de/pl temple stair quote to Temple proper.

To match the convention used in the English branch quotes.  The English
quote for the stair is just a redirect to the quote for the branch, so
doesn't need to be overridden.
Add Dante's original gate quote to the Italian translation.
Actually try to prevent wind blast crashes (#7445)

The logic added in 0.13-a0-2778-g5436301 was exactly backwards
due to bad copy-paste.
Check for monsters invading a player's personal space.
Fix an obscure crash with submerged non-swimmers in the Abyss.

Certain monsters won't drown when dunked into deep water, usually via
confusion.  This marks them as "submerged" but without the ench.  As for
any kind of submerging, the player can then enter that place.  If then the
Abyss morphs into anything but deep water, you'll end up with a monster
on top of you.  This in turn can cause some unobvious crashes.
Fix Abyss morphing being for all practical purposes disabled.

Well, it did fix that crash...
Don't autotravel through monsters caught in nets

Fixes an infinite loop, caused by endlessly trying to swap with an
allied monster caught in a net/web.
Fix undead draconian tiles
Add an option, tile_water_anim=false, to disable animation of liquids.

No docs yet.
Moon troll leather armour

Double troll armour regen branded with spirit shield.
Make the REGEN artefact property an int.

A bool allowed you to specify only 40.

A list of regen values:
* the spell and Trog's hand    100
* ring                          40
* troll leather (!troll)        30
* moon troll leather (!troll)   70
* moon troll leather (troll)    40
* fastheal mutation             20 per degree
  (trolls start with degree 2)

This commit also removes extra hunger from mooner: it had 4.5 compared
to regular troll leather 1.5.  Having the prop an int means we'd need
a formula of some kind, and the unrand can survive a buff.
Combine a doubled check.
Document tile_water_anim.
Decaptialise the new unrand and give it a better description.

We have "faerie dragon armour", also named for a species, which doesn't
have the capital letters; thus, "moon troll" should also be in
lowercase.

The expanded description is entirely my own creation.

(I maintain that something bearing the name "moon troll" should get
 evokable invisibility and perhaps a radius 1 tornado effect, but that's
 neither here nor there.)
Descs for blink spells.

A question: why do we have both Blink Away and Blink Range?