Differentiate between monster anger from attacks and from other causes
setmangry() and wakeup() were being used for multiple purposes. Add an extra parameter to track which. This fixes several minor bugs (e.g. whether monsters with no eyes were angered by (useless) gaze attacks against them previously depended on the state of a UI option, and the Minetown guards would be annoyed if you used a cursed scroll of tame monster on a shopkeeper). It's also a prerequisite for the Elbereth changes I'm working on.
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@@ -1355,8 +1355,8 @@ E void FDECL(mnexto, (struct monst *));
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E void FDECL(maybe_mnexto, (struct monst *));
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E boolean FDECL(mnearto, (struct monst *, XCHAR_P, XCHAR_P, BOOLEAN_P));
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E void FDECL(m_respond, (struct monst *));
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E void FDECL(setmangry, (struct monst *));
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E void FDECL(wakeup, (struct monst *));
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E void FDECL(setmangry, (struct monst *, boolean));
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E void FDECL(wakeup, (struct monst *, boolean));
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E void NDECL(wake_nearby);
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E void FDECL(wake_nearto, (int, int, int));
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E void FDECL(seemimic, (struct monst *));
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