Blow up another "blown up by" by crediting player wands correctly.
Move monster-hide relationships into data
Partially move hide->armour relationships into data

armour_is_hide() is trickier.
Don't make rN+ armour give monsters sInv

Looks like a copy-paste error introduced in 2edd8d46d6c6, just shy
of four years ago.
Make death scarab corpses less questionable

wheallssss......

(but seriously, autocorpses shouldn't require so much direct
intervention.)
Deduplicate hide armour listings

Performance reduced from O(1) to log(n) expected, O(n) worst case;
I doubt this is a problem, esp. given that n is quite small.

Some ugly code generating the set of dragon/troll armours; seems
like there must be a better way to do that.
Stop invigorating plants (Hangedman)

Ephemeral Infusion gets really spammy with ice blocks around,
otherwise.
Cleanup item_colour slightly more
Simplify using map_find.

It returns a pointer which must be dereferenced to get the value, so
null looking like zero isn't actually a problem.
Add and use a lookup-with-default map template.

As an alternative to map_find for value types.
Simplify
don't leak information about invisible fearmongers
Make polearm brand generation sane (?)

Chance of SPWPN_NORMAL by the time SPWPN_VORPAl was reached was
almost exactly 4/5; (1/5 * 4/5) + (1/5 * 1/5 * 1/6) is roughly
1/6 = 16.6...%, which * 69% (the chance of that brand not being
overriden by a later brand) is roughly 12%.

hooray
also don't leak information about invisible beholders
Small polearm brand correction

Since the odds of getting SPWPN_NORMAL at the SPWPN_VORPAL line
were 3/4ths of what they were for spears, thanks to the SPWPN_
PROTECTION chance...
Fix numeric glyph overrides (#9243)

We had used negative numbers to indicate that the character shouldn't be
mapped through the char_set; but that doesn't work anymore.

In my testing, hex item_glyph overrides seem not to have worked since
0.12 when they were introduced.  mon_glyph was broken more recently.
allow getting only valid actors from mids

normally, we could get the dummy monsters for YOU_FAULTLESS or
ANON_FRIEND
handle monsters enslaving other monsters properly

setting the monster's foe unconditonally to the player is wrong, for
instance in the arena
don't credit enchanted monster kills to the player in the arena
Clean up tentacle mapping arrays further.