Reduce ability hunger-related message spam in debug mode.

Since ability usage is getting checked for whenever the abilities menu
is being updated, only print the message if the ability's ready to be
used (i.e. only where the function used to be called).
(cherry picked from commit f641aacbe3b5a8f3538f375ff97ddd6babbeb6de)
Fix crash on pressing ! in console ability menu.

This was introduced by 28a9c8c8's adjustments to the ability menu, which
weren't quite complete.
(cherry picked from commit 661b8711b8b683e3d7053dba7fe969779a6c03d2)
Reinstate '?' as a toggle key for the abilities menu.

This is consistent with the old menu behaviour.
(cherry picked from commit 2842a5216a4a6329452d2544be748342fb0da8c1)
Show invocations in local tiles ability tab even when silenced.

They will, however, be grayed out as unusable, and fail to activate
under those conditions.

The code to do this should allow the console menu to also display them.
Fix an error in Webtiles.
dd's axe tiles (#5728).
Monsters with M_BLOOD_SCENT can smell blood regardless of the player's race.
(cherry picked from commit 190f7cb64b4c69df1d9784481e026cdb55f18751)
Get ability menu to once again handle doing and describing abilities.

Previously it was only doing one or the other - a fact somehow missed in
my testing of the new ability menus.
(cherry picked from commit 1372e455643e65cc78210d069aae95a326a09c66)
Don't grant Okawaru piety for vault-placed corpses.

As a side effect, phoenix corpses placed by vaults won't revive.  That
can be fixed if it matters.
(cherry picked from commit 0f826e157f98fec98dfc07b3bdf92abb70fd1dce)
Correctly handle corpse HD for Okawaru sacrifice.

It was being reset by define_monster().  Also recalculate the maxhp,
since that is also important to exper_value() and hence to Okawaru
piety.
(cherry picked from commit a38f5126928bff184135bdd4701b44d895c3e6c2)
Move evilmike_butchery deeper in the dungeon.

Giving out that much food early is a bad idea.
Tweak some tile weights (roctavian).
Move the worker ant tile down (ontoclasm).

It looked like it was levitating (except for the shadow).
Clean up the webtiles socket when crashing.
Tutorial lesson 3: incorporate changes from KiSS team, edit further, put messages into database.

There were several changes I didn't like, but the general direction of them was good. The end result is a combination of the original, KiSS version plus additions and changes from me.

Changes include:
 * Autopickup frame explained when you see the autopickup'd item
 * Autopickup text shortened
 * The goblin that prevents autopickup later on only comes into view after you step on the item
 * New second floor layout, old layout used as the new third floor
 * Much less fighting on the second floor: no kobolds peltering you with stuff from behind the water
 * Weapon swap removed
 * Quantified drop removed
 * Since unrandarts come preidentified, tweak the ratskin cloak text accordingly
 * Less complex digging lesson
 * Three scroll id part removed, replaced with a scroll of identify for the amulet
 * Tutorial tile for dropping the amulet (covers dropping)
 * Third floor covers shopping
 * The end fight made optional (can buy a levitation ring to cross the water to exit)
 * Several tweaks and shortenings to texts
 * Removed fire resistance armour from the ending fight
 * No tutorial messages on doors (as per feedback from moxian in the tavern)

Changes from KiSS not included:
 * The level designs were too cramped; things tended to come into view prematurely and cause message spam
 * Preidentified items didn't feel right

Comments/TODO:
 * Left several TODO messages to the tutorial text database; mostly about needing tutorial texts inside shop, search etc screens
 * Not sure about the ending; it's not necessarily clear at all that the player can get the levitation ring from the shop (which would teach them about 'a'bilities)
 * I made some texts longer by adding "in the inventory panel" when discussing clicking on items - perhaps we could assume that the player can figure that out
 * Would like to get rid of skill tips
 * The third floor is a little big/empty
Fix rendering of inept/ravenous mimics in webtiles.
Eliminate an unneeded assertion for 0.11.

Relevant code uses item.is_valid() later to determine the item's presence
anyway, so this is a minor cleanup that causes problems.  And problems is
something I don't want in 0.11.
Revert "Don't grant Okawaru piety for vault-placed corpses."

It's unnecessarily spoilery (that you should chop up and eat the corpses,
saccing other stuff instead), and massively OOD corpses are bad for other
reasons as well -- Animate Dead/Skeleton would clear up a whole level
without any risk, or possibly multiple levels as there's more than one
minotaur and you can drag corpses downstairs.

This reverts commit 0f826e157f98fec98dfc07b3bdf92abb70fd1dce.
(cherry picked from commit 65b3066fd5c9edb2f5980b343e0faa624f98d816)
Cap Oka piety gain from vault-placed corpses.

This should never trigger in typical games, but it's better to be safe than
sorry.
(cherry picked from commit 700806f7e9c133ad76311aeeba705eb1c7e05723)
Don't let monsters use reaching to attack into sanctuary
(cherry picked from commit 8a0affe9865a08da66e2c1b9ace3e82634aceddd)