string_input (popup) Make left/right cursor movement actually show
wishitem: properly quit (and stack items) when called with ground coordinates.
skillwish: restore left/right arrow functionality
wish* made public functions for usage in editor
grab const ref of inventory while populating abstract list
wishmutate; t toggles trait, more info displayed
Add the MF_REVIVES flag
Minor refactor: Make checking if a monster is a hallucination its own function.
Added some more morale indicators for extreme morale levels.
Light sources of 1 only light up 1 square. Light source 2 is applied
as 1.49, which is distinctly dimmer than 3 (it resembles the old 3x3 '1')
game::wish*() moved back to private. editmap made friend class (for
post 0.8 feature upgrades), advanced_inventory made friend class (for
restoring message log reading)
item lighting: dropped items are now 100% (*) consistent with held items. Optional CHARGEDIM tag makes light dim at < 20% charge.

* player::active_light: simplified into only 1 inventory loop (which applies the same as before),
  held item, and telglow/bio_light. All but the latter two calc luminance from LIGHT_ / CHARGEDIM + charge
  as per item::getlight_emit(true)

* map: apply item lighting the same way, via:

* bool item::getlight(float & luminance, int & width, int & direction, bool calculate_dimming )
  use values from item.light, if item.light_luminance > 0, else use values from itype via:

* int getlight_emit(bool calculate_dimming = true);
  apply circular light as per tag LIGHT_*. Dim this in a linear fashion if charge < 20%, if tag CHARGEDIM is present.

* data/raw/items/tools.json: flashlight bumped to LIGHT_100 (same as before when held, same dropoff),
  others adjusted to match old held values

** item.light struct is a manual override of itag lighting, for functions to apply
   light sources/arcs with specific angle and direction (ie, spotlights). Since player has no
   direction it's not applicable atm, but a mechanic to point the flashlight while in 'x' look_around might be good.
Typofix
Any monster can now be hallucinated, and they produce fake damage messages.
Remove the now-unused hallucination monsters (except mom). Also refactor hallucination spawning into a single function.
Remove tile definitions for removed hallucination monsters.

(That's what I get for not playing the SDL version)
Torches have LIGHT_75. Also, [REDACTED]
Merge wish tweaks, revive flag, extreme morale emoticons, and lit item refactor.
Hallucinations no longer gib and can't bash terrain. Fixes #1328.
Hallucinations have a 4% chance of disappearing each turn, and a ~14% chance of disappearing after hitting the player.
Salt water recipe.

We have salt, we have water. Why can't we make salt water?