Wearing armor/jewelry/eyewear reveals curses

Based on the same change in NetHack4.

The weirdness about how discover_cursed_equip() is called is to avoid
showing "deathly cold" messages on the very first turn at the beginning
of a new game, e.g. for the convict's cursed striped shirt.  The
Foo_on() functions for multi-turn equipment can check if they're past
the first turn to show the message.  Sub-turn armor runs in the same
turn as the 'W'ear action and can't make that distinction, so the 'W'ear
command code handles it instead.  Amulets and rings don't get equipped
by the new game code and can just go ahead and show the message.
Let 'verbose' control random object curse message
Make wear/take off messages more informative/consistent

When you wear e.g. a +1 dented pot the message will say "You wear a +1
dented pot" instead of giving a vague reference to wearing a "helmet".

Armor that takes more than one turn to wear or take off gets referred to
directly, e.g. "You finish taking off a +0 leather armor" instead of
"You finish taking off your suit."

Before, even armor with a one-turn delay would use the word "finish"
when wearing/taking it off.  Now such armor will simply say that you
"wear"/"take off" that equipment.  Anything that takes longer will say
that you "finish wearing/taking off" that equipment.

Amulets and rings get the same wear/take off messages as armor, i.e.
"You wear a ridged ring (on left hand)" instead of "o - a ridged ring
(on left hand)".

Ring_on() and Blindf_off() both take an extra argument which is
inconsistent with the other Foo_on/off() functions, but they're okay
since unlike those multi-turn equip functions they're never set to
afternmv.

doname_base() has been extended to support hiding the "(being worn)"
annotation which can be used by calling doname_noworn().