Reveal teleport traps in multiple vaults.

A handful of vaults had teleport traps that caused players to randomly
teleport multiple times if they failed to manually exclude the squares.
Now that dangerous vaults have runed doors to prevent autoexplore traps,
revealing bad teleport traps to the player to prevent multiple random
teleports as a result of one vault seems like a logical next step.
abyss.des: Use per-depth chances.
Don't let layout_chaotic_city mangle vaults.

dgn_replace_area, called at the start of the process, wasn't getting
passed an MMT_VAULT flag, so it would clear out rock walls from vaults
if the vault was placed before the map generation process started (a key
point in letting layouts be used with vaults).
changed autodetection of layout to use physical screen dimensions for android
updated sdl-android (API call for physical screen size)
fixed compilation bug under Android
fixed issue with crawl not closing when sent to background in Android
updated sdl-android (h/w keys now work again)
improved laggy input on android by ignoring custom events (possibly emulator-specific?)
improved background and restore routines for Android; now traps WM_ACTIVEEVENT
instead of using callbacks
Remove Lua references to removed miniwizlab Vaults vaults (#6550).

423a806 removed the vaults needed for this batch of code to work, which
was throwing Lua errors.