Simplify find_newmons_square(), make it not crash.

After the first failure, it kept calling find_newmons_square_near() (and
that in turn radius_iterator) with an invalid starting spot which would
then always fail.

Passing the monster that's to be checked for clouds to inside functions
removes the need to make many random tries.
Changelog through 0.14-a0-1169-g4815781.

Usual disclaimer applies.
Allow you.gold to be read in clua
Rename a function for clarity.
Don't overload lua you.gold().

It's safer to have the same function be available in clua and dlua, and
allow setting the amount only in wizmode.  This way, we have only C++-like
overloading (number of arguments) but no two distinct versions depending
on which interpreter you're in.
Allow setting you.gold(x) in dlua.

Even if the game is not in wizmode, like vaults could want to.
Don't try to replace Abyss, Pan entries on the orbrun.
Don't let statdrain from god wrath bypass sustain ability

Similar to confusion+clarity.
Add a Sigmund/Edmund minivault.

[Made the weaponry in Edmund's closet more specific. -nfm]
Delay more prompt until level has finished loading.

Getting a more prompt during level load results in a screen only partially
updated and looking really bugged. It's especially bad since it happened
during loading tutorial levels which is the very first thing many new player
see. It also happened when entering a level with an announce portal. If there
are more cases, I didn't test them.
More minor tutorial fixes.
Correct mons_avg_hp calculation.

We were rounding too early, causing low numbers for monsters with an odd
hit die size (1 HP too low for every 2 HD).

We still round down rather than randomly so the function remains
deterministic.
Allow jellies to split again (#7708)

Previously their maxhp cap when eating items stopped them from being able
to split (unless they ate lots of doors!). Also adds the same maxhp cap
from item-eating to door-eating, also renames base_max to avg_hp, to be a
little less misleading.
Make room for more unrands.
Rework the "extra" tag for non-minivaults.

Instead of mixing extra vaults in with primary vaults, a primary vault
without the extra tag is placed first, and vaults with ORIENT: tags and
the extra tag are placed last in a manner similar to how abyssal vaults
are handled

Handling of minivaults is unaffected.

This is intended to prevent Depths from placing two huge scary primary
vaults on one level, but it also has handling relevant for upcoming
tweaks to areas of the dungeon currently dependent on tagged vaults.
Remove the "pan" vault tag; improve Pan builder handling of vaults.

The primary vault on a Pan level is now always a pan lord vault, whether
that be a major or minor pan lord. Pan lord vaults thus get ORIENT: tags
(and no extra tag).

This depends on the handling of the previous commit - previously it was
possible for picking a map by depth to return a map tagged "extra"; we
don't want that here.
Also drop the "minotaur" and "lab" tags.

The primary vault in Lab is now the minotaur vault; minivaults in Lab
are now taken from minivaults in-depth for Lab.
Don't place dungeon_decor on encompass vault levels.
Don't place serial vaults on encompass levels either (tenofswords).

Some of them already had layout_ tags, meaning they won't place on
encompass vault levels anyway; I've left those alone.
Include a header (geekosaur)

It's needed for access() in the GDB check.  I didn't make it depend
on !defined(DEBUG_DIAGNOSTICS), in case that logic changes.

Non-Windows, non-Unix systems might be a problem, if we supported them.