Reduce spell uselessness excitement levels
Don't erroneously report rod spells as useless (9160)
Remove an unused parameter
Fix some comments in _init_artefact_book

And add another, dubiously named union member.

I am really not sure if any of this code is needed at all...
Factor out ints->strings, again
Don't expose number_in_words' recursion
More number_in_words tweaks.

Change the 'pow' recursion parameter of _number_in_words to 'period'
and divide it by three---non-multiples of three didn't work anyway.
Then turn _pow_in_words into an array (PleasingFungus) and make it
static and local to the function.
checkwhite
Constify and statically initialize a vector array

Now that we can use vector's C++11 init-list constructor.

Also, turn the monster_fields vector into an array.
Fix compilation (doh)

It helps to test dbg-scan.cc compiles with FULLDEBUG...
Avoid some copying.
Fix spells in xv (#9165).

The code was expecting them to be terminated by SPELL_NO_SPELL; since
they were not, the loop kept going into the spell list that came after
any specific one.
List artefact stat boosts in SID order (Yermak)
Remove dead code

The Abyss has multiple levels since 0.12-a0-1456-ga66ddf5.
Document the new display_char includes.
Compile with  -std=c++11 rather than -std=c++0x (|amethyst)

Since -std=c++0x was meant to make gcc 4.6 work, but it doesn't work
anyway.
Clarify some logic (makeitem.cc)

Also use Crawl's first lambda.
Remove Crawl's only lambda

The advantage of having a single variable be const isn't worth the
additional complexity of a lambda
Have monster corpses use the species for colour instead of type.

This is how we had corpses inherit colour before the monster colour
change.
Let Killer Klowns be as colourful in death as they were in life

Gives Killer Klowns a species so their corpses can have colour
ETC_RANDOM. Also, let their corpse in Tiles essentially be
ETC_RANDOM. The results are Komedic.

This commit also cleans up some of the orderings in the corpse tile
listing.