minor fix for #annotate
Some github feedback pointed out that getting annotation input from the player behaved differently from similar input for naming of monsters and objects. The complaint stated that hitting <return> without supplying any input removed the old annotation, where other naming would leave the old name intact. 3.6.0 did misbehave that way; current code does too if EDIT_GETLIN is disabled but behaves as desired when it's enabled. (There's nothing that I can spot in donamelevel() to explain why. I'm confused. Is tty_getlin() returning the default answer instead of empty if that default text is deleted at the prompt and no new text entered prior to <return>?) Make donamelevel() work like mon/obj naming. Empty input leaves existing annotation, if any, intact.
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@@ -537,6 +537,8 @@ gas spore explosion killing a gas spore which triggers a recursive explosion
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they were both "gas spore's explosion" it wouldn't be noticeable (see
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corresponding post-3.6.0 entry for more...)
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wizard mode 'sanity_check' gave spurious "mon not on map" warnings when mounted
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at the prompt for entering a level annotation, responding with <return>
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erroneously removed old annotation; use <space><return> to do that
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Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository
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