Add missing word to Xom's cloud act speech.
Minor spec_shop cleanup (doy)
Don't crash when examining blood in debug builds

...if they haven't yet had their timers lazily initialized.

I suspect they're a bit *too* lazy right now - need to
investigate more later - but this should do for now.
Note wanderer starting equipment in game log
Don't mention sacrificing corpses on Okawaru's "^" screen
don't revive natasha when dismissing
avoid looking past the end of gozag's abilities array
don't list useless skills in debug mode skill list
avoid use of uninitialized value in _get_gozag_shop_candidates
zero this array, just in case

it shouldn't cause a problem (it's only ever used when it's
initialized), but it's confusing when reading stack traces
ensure a temporary lives long enough

keyed_mapspec::get_feat() returns a copy of a feature_spec, and so
getting a pointer to a shop_spec out of that isn't safe unless we ensure
that the feature_spec lives long enough
this is unnecessary now (PleasingFungus)
travis FULLDEBUG builds should include debug symbols
make sure we set up the level stack in tests

otherwise we crash when trying to place portal feature mimics in the
abyss
Fix vault-placed slimes/hydras (#9172).
use c++-style standard headers
use auto more often
Fix a Sacrifice Hand typo (nicholas982)
Use range-based for.

With a few concomitant simplifications and formatting tweaks.

I usually used "entry" when the thing being iterated over was a map.

Probably some (perhaps most) of these "auto"s should instead use the
actual type for clarity (now that it is not an iterator).
Fix debug builds (doh)