Use the -sprint-map option for -scores and the score menu.

Since crawl_state.map does not have a useful value in either of those
two situations, set it from crawl_state.sprint_map.  Previously we
were looking only at the old "scores-sprint"; or, even worse, at
scores-sprint-foo, where foo was the map for the last sprint/zotdef/
tutorial save in the list (even if it's not sprint).

It would still be nice if the High Scores menu allowed selecting the
game mode and map interactively, instead of requiring command-line
arguments.
Always marshall the map name.

We'd have problems the next time we add a game mode and/or make one allow
picking a starting map.

This breaks compat with saves from the last 15 minutes.
Add a comment to not bump TAG_CHR_FORMAT, preferably ever.

Think of it as a super-major version.
Fix spelling and whitespace.
Allow gnome zombies; all other single-vault monsters equivalent to player species allow zombies.
Don't crash on short-range portals with the orb.

move_player_to_position was being called reentrantly: the outer call to
step onto the portal, and the inner call to jump to the portal
destination.  However, we were setting the orb position *after* making
the reentrant call: orb_pos would be moved to the destination with the
player, then moved back onto the portal.

Fix this by firing the position event only after we have set the orb
position.
Implement cloud alpha overlay tiles layer

This works very well for the most part with
two small problems:

- Webtiles will not support this yet (in probability,
  this will stop any clouds showing in webtiles)

- Floor items interact strangely and will draw over
  the top of clouds instead of behind them
Implement the cloud overlay in Webtiles.
Prevent a potential Webtiles bug.

This wouldn't be a problem with the flags cloud tiles can currently
have, but it's better to be sure.
Give cloud overlays an alpha gradient

This creates the effect that the top half of the engulfed
character is emerging slightly out of the cloud.
Tweak cloud alpha values
Give webtiles clouds a submerged look also
Balance webtiles alphas
Make superb_item etc. cat-agnostic.

It was using only cat-friendly base types, affecting tomb, zig, and elf
loot.  This affected "ITEM: x = |" but not the plain "|" glyph, which
was and still is handled by different code (!)
Allow tuning the autofight monster prioritization.

Set the lua variable autofight_flag_order to some reordering of
(a subset of) the following:

{"can_attack", "safe", "distance", "constricting_you", "very_stabbable",
 "injury", "threat", "orc_priest_wizard"}

Not documented yet.
Dump monster inventory in x&D

It doesn't name the slots but does give the slot numbers, like the
spells: dump.  Arguably slot names would be more useful here, though.
Allow LRD to explode on the other side of grates (#7084)

Use the same rules as we use for targetting the LRD in the first place.
This does mean that, if two opaque clouds block you from seeing a cell,
the explosion won't hit that cell anymore.
Fix ctrl-h on terminals where that is the same as backspace (hhkb)

If the terminfo "kbs" (key_backspace) attribute is ctrl-h, curses will
treat any occurence of ctrl-h as KEY_BACKSPACE.  Work around that by
converting back to CK_BKSP == 0x8 (ctrl-h) if kbs is set ctrl-h.
However, on sane terminals where backspace generates ctrl-?, don't smash
the two.

Fixes #7013.
Don't attempt to save after save file is deleted (Mantis #5878)

Affected tutorial if manually closing the window from the post-death summary.
Expand the kbs comment.