Don't clump plants (Lair, Forest) that are in vaults.

Vaults can handle their own plant clumping, thank you.
Place the Enchantress on Forest:$ even if the ending doesn't.

This gives her a band comparable to what the two current endings place
in her immediate vicinity.
Two additional Forest endings.

These feature the other two major power groups in Forest besides
spriggans - fauns/satyrs and tengu.
Restore plant generation in Lair

When placing plants as part of the level ruination algorithm, checks
are now made to try and prevent plants from being positioned in nooks
such that autoexplore will report partially unexplored levels (though
typically these nooks contained nothing else of interest and were often
hard to spot). The heuristic used for this is simple and vetos somewhat
overaggressively (ie: it forbids plants in several configurations that
are unproblematic in practice) but it's hard to actually notice their
absence here in a real game. Plant frequency has been increased somewhat
to compensate for a reduction in valid placements.

(Credit goes to |amethyst for the original plant veto algorithm)
Remove fungi and plants from random generation in Lair

While somewhat unlikely, these could spawn in positions otherwise
vetoed by the previous commit, and it isn't as though there's a
shortage of them already here.
Don't add rims to lorc tiles.
Don't repeatedly replace ruined squares.
Fix Volcano announcement for Lava Orcs and Djinn.

Thanks to Zannic for pointing out the problem, and SamB for suggesting
"invigorating".  I went with "agreeable" for Djinn, since they don't get
bonuses from heat the way Lava Orcs do.
Don't hide Yred's injury mirror from the ability list while recalling

Which also meant you couldn't use it at all, of course.
Fix Beogh worshippers being able to use injury mirror, while recalling

Ooops.
Prevent primal wave from eating stairs (and remove superfluous arguments)

The epicenter of the primal wave splash wasn't properly checking for
feature types, meaning it would replace anything (including stairs)
with water. The stairs would be restored if the water timed out normally,
but if it was forcibly overwritten in some ways (such as by tides), it
could end up lost forever.

In general, tides should be refactored to respect terrain change markers,
but this commit will fix the immediate problem.
Distinguish randarts more carefully (#7160)

Now items_similar looks at their artifactness and names, rather than
(for armour) just the base and sub-types and inscriptions.
Better behaviour if _fixup_branch_stairs() sees multiple branch exits.

Instead of failing an assert, it picks a candidate stair at random
(preferring vault stairs) to turn into the branch exit.
Touch last commit so |amethyst and LexAckson stop complaining.
Don't give Ash piety for picking up runes

It doesn't make a huge amount of difference either way since the amount
of piety was low, but it did create a weird edge case where picking up
a rune would be a bad idea (if you were planning on converting to Ash
later).
Fix power 1 warp card being unaffected by -cTele
Don't crash when firing lamp of fire near the map boundary.

Applying random jitter to the path would occasionally produce points
outside the map bounds.  The random movements are now clamped to prevent
this from happening.
Improve -edit-save help.

Clarify the meaning of "get" and "put" (the descriptions and in
particular the prepositions sounded backwards from what the subcommands
actually do).

Also make it fit in 80 columns, and give the help even for
"crawl -edit-save" with no name/savefile parameter.
Adjust box_level_dp to try to be less broken.

Most significantly, the level doesn't require any off-level resources to
conquer now - the entire level is connected (with one exception noted
below) and the middle layer of the central box now has a door in place
of one of the panes of glass (currently a runed door to preserve the
separation between it and the rest of the level, though I'm skeptical
that it *needs* to stay that way).

I've moved the upper bound to D:21 to make sure Vaults doesn't try to
place somewhere on the level (imagine the entrance in the central rooms;
that would be terrible); for that matter, it might be worth using some
of the newer branch/portal detection functionality to make sure branch
entrances and guaranteed portals don't place in absurd places in this
and other encompass vaults, but that's for another day.

There are still problems with this level, such as the teletrap gauntlet
leading to the inner rooms (I'm placing a guaranteed amulet of stasis in
the loot to ensure a player can get through it consistently; this isn't
any worse than, say, a guaranteed potion of experience in a certain
other encompass vault); hopefully my poking this will motivate someone
with a better eye for design and/or motivation for fixing up old vaults
will take a look at this.
Prevent all player species having water drowning resistance