Passed morale_point through astyle
Extended morale_point structure.
Ran player::add_morale through astyle
Comments for player::add_morale.
Added logistic-scaled morale decay.
Save/load alterations for the new morale structure.
Apply persistent morale effects more aggressively.

Optimist wasn't showing up immediately on game start, and Hoarder
wasn't updating when you examined your morale.
Extended add_morale to support the new decay model.
Extracted the logistic function cutoff, reduced it to 4.
Moodlets now last 60m and decay after 30m by default.

The previous intended behaviour was 30m with instant decay, but
it was actually set to 5h with instant decay.  Oops.
Moved item_type to the end of add_morale's prameters.

Also corrected the "new entry" case to include the full moodlet details.
Applied custom mood durations and decays.

They've all been looked at now, but a fair number were left at the
default.
Fixed focus gain display when negative.
Beginning to read now reinforces any existing reading morale.

Closes #1198
Fix probability travel ending in tile with monster, fix typo in coords
Preliminary Linux unicode support?
Fix broken parts of mapgen
Merge variable morale decay, probabilistic teleport fix, use ncursesw, and mapgen fixes.
Gettext support!

For starters, the main menu is now translatable.

More strings may be made translatable by including "translations.h",
then surrounding strings to translate with _().
For example: add_msg("my message") becomes add_msg(_("my message")).

Instructions for translating, and maintaining translation files,
can be found in TRANSLATING.md.
oops