Handle wizmode reporting of multi-god overflow temples better.

Instead of just listing all of the gods on the level in a
comma-separated list, comma-separated lists are printed for each temple,
and temples are separated with semicolons (so, "Elyvilon, Zin, and the
Shining One; Trog and Okawaru; Ashenzari").
Differentiate two-headed ogres from their cousins
Let ogres show their weapons
A slightly more descriptive ASSERT for random-pick
Don't crash with Sack of Spiders at 0 Evo
Erolcha tile edit
Remove a header entry for a long-gone function.

This has been gone since 9e6e691 (two and a half years ago!).
Make themed multi-overflow altars less common; generic more common.

This also adds a primitive version of selection by weight for the
generic multi-overflow size.

Along with some tweaks made previously, it's possible to have more than
one generic multi-overflow per game; the weighting of this might need to
be adjusted if they turn out to be too common.
Some generic multi-altar overflow vaults (gammafunk).

I've made a couple of adjustments, mostly related to simplification of
feature/monster selection.

Some other overflow vaults had unnecessary ORIENT: floats which I've
removed.
Slightly creepier message for evoking the bag

Credit goes to ProzacElf
Three multi-altar generic overflows.

One each of three altars, four altars, and seven(!) altars.

The chances are really against ever being able to place a seven-altar
overflow, but it's there if it's needed.
Snaplasher Vines (for later use)

These are eldritch tentacle-style solo tentacle monsters, swift-moving
and with damageless constriction and a mild melee attack. More
significantly, like starspawn tentacles, they will pull a constricted
enemy backwards, and in this case specifically attempt to hold them
next to any adjacent trees.

Intended for use with dryads.
Make the Lair plant placement connectivity checks public and relocate

The next commit will be making use of them.
New monster spell: Awaken Vines

This spell summons 1-3 snaplasher vines at spots adjacent to trees
within the LoS of both the caster and their target.

A single caster can animate no more than 3 vines in total at once.
No vine can be placed such that connectivity is blocked, nor within
several squares of any existing vine. Moreover, no one will cast the
spell if several vines are already in LoS, even if those vines do not
belong to them. Additionally, the vines will die on their own when
the caster leaves LoS of them (or dies).

Ideally, this means that the vines will attack the player from multiple
angles at once, without ever completely blocking off routes or flooding
the screen when multiple casters are present.
Fix a display issue with snaplasher vines

This was caused by starspawn tentacles having fewer images in their
set than the other tentacle types (those configurations cannot come
up for actual starspawn, though). So for now, the vines will use
kraken tiles instead. They look unpleasantly fleshy, but at least
the base tile doesn't end up as random gibberish.

What is really needed is some logic to make the tile look like it's
coming from the adjacent tree rather than the ground, which should be
as 'simple' as making the final vine segment think it is attacked to
another segment whose location is that tree. But that's something for
later....
New monster spell: Control Winds

This spell allows the caster to continously manipulate the winds to
aid them and their allies. It is a self-enchant that will act
continuously for a decent number of turns after being cast, with the
following effects:

Firstly, it will immediately extinguish any forest fires in LoS of
the caster (both acting as a fire suppressor against the player's
actions as well as stray lightning bolts of the caster's own)

Secondly, it will blow clouds away from the caster. The path taken
by them is primarily direct repulsion from the caster, but with
three caveats:

a) A cloud will never be blown onto an ally. Alternate paths will be
   used instead, where possible.
b) A cloud currently engulfing a hostile will not be moved at all.
c) If there is no possible path to move a cloud engulfing an ally,
   instead greatly reduce that cloud's remaning duration.

This will allow spriggan air mages to stop starting raging forest
fires in their own home, prevent the player from doing likewise, and
generally provide protection for others against cloud spells, which
spriggans are highly vulnerable to.
Secondary effect for Control Winds: boost ally missile accuracy

Allies monsters within a few squares of someone with Control Winds
active now get a boost to their accuracy with missile and thrown
weapons, so long as the enchantment lasts.

This doesn't currently affect spells, and I'm not sure it should.
Somewhat awkwardly, it also doesn't affect things like manticore
spines, due to seperate codepaths. Perhaps this effect should
actually be checked in the beam code itself?
Dryad adjustments

Remove slow movement (they are now normal speed 10 monsters), adjust
spell set. Dryads can now cast Awaken Vines, Awaken Forest, and have
Minor Healing in their emergency slot.
Give spriggan air mages Control Winds. Remove Haste from their emergency slot.
Rewrite spine damage formula (both player and monster)

Due to the disparity between monster and player defensive stats, Hell
Sentinel spines were many times more lethal to other monsters than
players, often to a silly degree (it was common to see dragons kill
themselves with nothing but spine damage in 3-4 rounds, for instance).
Secondary, and rather counterintuitively, evasion was substancially
more effective at reducing the impact of punching spiny things than
AC was (to the point that good EV virtually guaranteed taking no damage
from them ever, while even superb AC did not). It is a little strange
to visualize one 'dodging' things that are stationary, too....

Evasion now has no effect on being hit by spines, though the effect of
AC is increased. Also, monsters that get multiple attacks per round will
now only trigger spines with the first (which is consistent with player
aux attacks and prevents certain monsters taking vastly more damage than
others of similar speed and stats). This has the pleasant side-effect of
greatly reducing message spam when the player has spines. The power of
said demonspawn spines has also been increased, significantly so at low
levels (where they were virtually useless before).

Monster spine damage has been decoupled from HD. It turns out that it's
hard to write a formula that allows porcupine spines to actually do
something at Lair depth without making Hell Sentinels overly lethal,
when one has 2 HD and the other 19. (Plus, I think it is better if the
spiny aspect of a monster can be tweaked independently over the other
factors that HD affects).

Though the aim was not to make hell sentinels stronger overall (they're
scary enough as-is), their spines will inflict more damage to low AC
characters than previously (and less to high AC / low EV characters).
This probably needs further adjusting. Porcupines and low level
demonspawn should hopefully at least be able to hit something with their
spines now, though.