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
NH4: Byte-swap dig status magic number

... so that it can be easily seen in ASCII when viewing save data in
gdb.

byte-swap the dig status magic number
Daniel Thaler <daniel@dthaler.de>
a85712d9ec4b1395a250436ca411992b06e4a57b
Fix dimmed first message in message window

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

This bug also exists in NetHack4.
NH4: Eliminate object migration

migrating_objs is no more.  Also, calls to add_to_migration() are
replaced with the new deliver_object() function; see the code for
examples of how to do this conversion.

Of note, deliver_object() creates a level for objects to arrive on
on-the-fly if they don't already exist, explaining the splitting of
level generation from character experience level earlier.  Why object
migration was changed at all is a mystery to me, but not porting it
would mean make the porting of NetHack4 save code in the future even
harder than it will already be.

eliminate object migration
Daniel Thaler <daniel@dthaler.de>
ed8960f7eb32d2ea427ae8663b63d83951145900
compile fixes for FreeBSD
fix connecting to the server on FreeBSD

and hopfully on OS X too.
Fix applying of birth options when replaying

The problem only showed up if the game's brith options differed from the
current birth options.

fix: some birth options were not applied correctly when viewing or
replaying
Daniel Thaler <daniel@dthaler.de>
e7dccf8c30bfaefb856bae03ed535261239759a8
Fix "candied slime mold"

If the player's fruit name is an in-game item, the game puts "candied"
in front of it to make it a unique name.  This isn't needed for actual
slime molds.

fix: slime molds don't need to be called "candied slime mold"
Daniel Thaler <daniel@dthaler.de>
e5871d0fee9238d1aeef74fc70d9486d2fdb4b0e
Fix unspecified behavior that may break replays

The order that function arguments are evaluated is not specified, so
instances of func(rand(x), rand(y)) can do different things in a replay
depending on where and how the game is compiled.

fix: replay & restore might break due to unspecified behavior
Daniel Thaler <daniel@dthaler.de>
081b7798c6499053e47fe9799ccc2b22cacab688

fix more undefined behaviour
Daniel Thaler <daniel@dthaler.de>
5ce2ac8eb2e1b43b784ee8fe570364cd5eaa5318
Don't describe terrain in sidebar when swallowed

This replaces/enhances my own fix to the swallowing monster inventory
crash.

fix a crash when getting swallowed by a monster carrying items
Daniel Thaler <daniel@dthaler.de>
4a4fd74661ae835fe7f2d9da121fe3159f993540