Show "Done"/"Never mind" when leaving look modes

Typing quickly when looking can sometimes make it confusing to know
whether or not you're still in look mode, so this should help that.
Fix blessed mapping covering seen mons with objs

This fixes a bug where reading/casting blessed magic mapping would
obscure monsters otherwise in sight with detected objects that they
carried for a turn.  This doesn't happen in UnNetHack for some reason.

This is meant to go with commit 6c9adc7798 (CS989 improve non-cursed
scrolls of magic mapping).

Fixes #72 on GitHub.
Fix isfoo/tofoo() warnings with Cygwin

Macros like isspace() and tolower() only have defined behavior for
unsigned char values and EOF (-1), but char may be signed
(depending on implementation), potentially passing values from -2 to
-128 to them, which Cygwin deliberately warns of.

Casting to unsigned char guarantees valid results and suppresses most of
the warnings when this is compiled with Cygwin:

    https://www.securecoding.cert.org/confluence/display/seccode/STR37-C.+Arguments+to+character+handling+functions+must+be+representable+as+an+unsigned+char
Guard key_to_dir() from negative key values

Without this, keymap[] could be negatively indexed.
Set width when reading code points in unicode.conf

This suppresses the last warning when compiling with Cygwin.
Special-case last change for Cygwin

Yep, what I was afraid of.  The unichar field of curses_symdef is an
array that depends on CCHARW_MAX, which varies depending on the curses
headers being used.
Seed correct RNG for random character selection

This fixes the Cygwin build's random character selection always choosing
the same thing when first launched.
NH4: Spoilier Ctrl-X, further improvements

Changed wording in a few places for clarity.  Starting race, gender and
alignment are only shown if they differ from their current values.

Spoilier control-X
Alex Smith <ais523@bham.ac.uk>
e89451489f3e0e0a69116fbb9bdd51291cbe5696

Further control-X improvements
Alex Smith <ais523@bham.ac.uk>
a7a0ce7aca3402f15df1fae5c6d1011337608416
NH4: Give unique colors/underlines to monsters

This tweaks or changes the colors of about 170~ monsters that overlapped
appearances with other monsters.  Generally, stronger monsters get
brighter colors and/or underlines.  Once memorized, it reduces the
amount of far-looking needed to distinguish monsters from one another.

 * Ghosts and shades are NOT changed into S_WRAITH, since their current
   S_GHOST designation is used in a number of places in the game's logic
   which NetHack4 doesn't ever account for.

 * Extra changes: enormous rat, rodent of unusual size, gold dragon,
   chromatic dragon, Cthulhu, convict.

 * Tiamat and Ixoth are underlined like all adult dragons as well as
   getting the new quest nemesis color.

 * The gecko is NOT made bright green, since this conflicts with
   UnNetHack's giant turtle.  Instead, lizards and giant turtles are
   underlined.

 * HI_ULINE is used in the front-end instead of the magic 0x20, as was
   probably intended by Sean Hunt.  HI_HILITE isn't used anywhere, and
   if it were it'd overlap with hilite_pet, so it's been left out.
   CLR_MASK is also added to remove the magic 0x1F in the front-end.

Change monster colors/underlines to be (mostly) unique
Alex Smith <ais523@bham.ac.uk>
2d6ee5a312da0ecdd30d7ac19a9065be76766411

FTBFS fix: remove circular dependency
Alex Smith <ais523@bham.ac.uk>
4d1a5a1dbdb8641b3433b16882e13d3640162ec4

Add a new hilight called 'hilite'.
Sean Hunt <scshunt@csclub.uwaterloo.ca>
2b978ba2a5baa5e9e19300d0478a7683e5ed744b
Don't stop travel or autoexplore next to peacefuls

This makes peacefuls on levels much more tolerable; traveling to the
Minetown altar from the stairs now has a reasonable chance of
succeeding without interruption at last.
Show "Never mind" when cancelling travel target

Sometimes I get confused about whether or not I'm still targetting
when prompts appear, so this should help.
NH4: --More-- by screenfuls, not by lines

Faded messages are CLR_BLUE instead of CLR_BLACK, because it avoids
bolding of past messages due to the darkgray hack.

--More-- by screenfuls, not by lines
Alex Smith <ais523@bham.ac.uk>
deefc21bb602f1a695753a2db1047da75ccbff6e

Fade messages from previous turns
Alex Smith <ais523@bham.ac.uk>
4fa81927a3e712d9b235407d28cf703302f23b5f
NH4: Sane behavior for unexpected keys in getpos()

This fixes travel targetting glitching out on a typo and trying to head
to the top-left of the level, amongst other things.

Provide sane behaviour on unexpected input when getpos()ing.
Sean Hunt <scshunt@csclub.uwaterloo.ca>
020e730cfbf53d41eaea0670a452d9f8cbe10243
NH4: Fix off-by-one in message combination

Without this fix, messages that combined to exactly COLNO chars (80)
would wrap the cursor in the message box in an ugly way.

Fix off-by-one in message combination
Alex Smith <ais523@bham.ac.uk>
b18fcb65b49e8db51b3d646e43026d5a39cdecb2
Really show --More-- during multiturn helplessness

This fixes a bug where --More-- would not show when pagefuls of messages
were displayed, e.g. during paralysis.  This also fixes messages being
dimmed when the message buffer wrapped around after receiving a lot of
messages under the same circumstances.

This was going to be based on NetHack4 commit d6230fc4f9 (Show --More--
correctly during multiturn helplessness), but it instead fixes a
different issue.

This is meant to go with commit f5a556f501 (NH4: --More-- by screenfuls,
not by lines).
NH4: Fix ESC when pressed at --More--

This allows ESC to suppress the display of messages in the message
window once more.  Note: NetHack4 commit is completely wrong for some
reason.

Show --More-- correctly during multiturn helplessness
Alex Smith <ais523@nethack4.org>
d6230fc4f937c325f7a3558f1a02822f0ed545ad
Improve Ctrl-X headings

Particularly, the intrinsics and extrinsics shown are ones the player
would know from, say, messages during the game, and not things like
unidentified worn armor.
NH4: Add attributes to Ctrl-X screen

I've replaced ais523's "abilities" with "attributes", given that this is
how everybody refers to them, including the guidebook.

Add abilities to the control-X screen
Alex Smith <ais523@bham.ac.uk>
b2bcccaecf83ffff534e97dbd3d7afd13e14fb7e
NH4: Make level mon gen independent of player lvl

Adapted to work with the UnNetHack changes to monster difficulty.

It seems this change was made to support the (future) elimination of
object migration by sending objects straight to their target level,
which requires that level to be created on-the-fly.

make level generation independent of the player's level + depth
Daniel Thaler <daniel@dthaler.de>
98a3b471ab8432680b5be886adc208aaf25bd867
NH4: Guard dungeon section of save w/ magic number

guard the dungeon section of the save with a magic number, too
Daniel Thaler <daniel@dthaler.de>
7919421c5ab5599e14e0931c186ebdb7a9134445