Make Xom's draining effect only drain once
Don't deal Awaken Forest damage to sanctuaried players (#7669)
Simplify.
Fix cygwin (and maybe other) rltiles tool builds.

0.14-a0-211-g2268ef7 removed the #include <stdio.h> in tile.h, but
left the use of FILE in tile_list_processor.h.
Don't enliven vampires when leaving lich form (#7668).

It could happen through chaos brand, metamorphosis card, etc.
Reundeadify vampires on game load (#7668)
Don't crash when using ETC_WAVES outside of Shoals.

It could happen if there's a redraw in the middle of leaving shoals,
after the heightmap is reset but before tile flavours have been
reinitialised.  This commit doesn't fix that problem, but there are
other cases as well (such as a player giving something the "waves"
colour).
Allow +Rage, *RAGE, -TELE and Contam on faerie dragon armour.

Also, make the enchantment more random.
Rebase hunger values at 0 (from 100).

Also, get rid of a number (but not all) literal values, replacing them with
defines.

No compensation is given for proportional costs (Zin's wrath, hungry ghost
melee).
Shorten.
As abyss monster creation messages imply visible, simplify.
Refactor additional messages for new monsters spawning.

Not sure why do we need both these and "comes into view".

This includes simplification of:
* shoving the player out of stairs
* "wandering" monsters spawning on the stairs
* fancy messages for in-LOS abyss spawns

For the last part, they had really obscure probabilities, this commit makes
them easier to read.  Also, it avoid mallocs and RNG calls, but that's a
rather negligible optimization.

This commit eliminates a mysterious call to viewwindow() as well.  A comment
claimed that "Special case: must update the view for monsters created in
player LOS." yet this was not done for band members.  It appears removing
that call has no ill effects, but I might have missed something.
Veto on failure to place a 100% chance vault.

This is intended to preserve the chance that important vaults such as
Hell entries place properly.

Ideally what I'd want to do is have it try another map if one of the
Huge Maps fail to place (i.e. some kind of fallback for chance tags),
but this is much easier to implement in the short term.
Kill the player upon gaining frail / losing robust / etc mutations.
Fix Xom's lifesaving on unhandled mutations.

Doing them explicitely is bound to keep going out of sync; if the act of
adding/removing a mutation killed you, it must have been the mutation's
fault, and thus undoing the addition/removal is always a good idea.

This is not guaranteed to help by itself -- a stat-changing mutation while
the stat is < 0 merely did some damage, but not digging the player deeper
is helpful towards the stat death not reoccuring.
Don't allow Vampires to be lichformed
Adjust some guarded_unrand vaults

Move _robustness deeper and replace the golems and gargoyles with iron
trolls and an iron dragon.
Reduce the number of crystal guardians in _dyrovepreva.
Add no_pickup to some of the unrands, to prevent wandering monsters from
entering the vault and bringing the unrands out.
Fix an use-after-free crash.

When doing bad things to a monster from within an enchantment, sometimes the
enchantment goes away -- most often together with the monster's life.  Trying
to decay it at that moment is unwise.
Remove the =s inscription

It does nothing, since stash tracking is always enabled.
Sync manual from Wiki.