Add compile time size check for s_equip_slot_names
A lame name for djinni "feet".

"underside" is awfully generic, but "taper" takes a while to understand.
Support for get_line history in WebTiles
Don't spam elevators and Zot-trapped stairs in Zot (minmay, tenofswords).

To be fair, minmay didn't actually point this out to me; I just noticed
it while watching a recent Zot clear of his.
Some mostly decorative stair vaults.

These are intended to be "extra" vaults (too large to be minivaults),
mainly for areas that don't have very many extra vaults at present.
Clear up a few strange vault depth quirks arising from Depths.

Some vaults had "DEPTH: [...] Depths, Depths [...]" which are now gone,
and some grunt_ministairs functionality intended to apply in Depths as
well as D now properly works in Depths.
Fix whitespace.
Correct some stray commas.
Somewhat un-nerf D:9-16 OODs/vaults, change OOD-only D spawns

When dungeon-split was first started, it cut off a large part of D out-of-depth
spawns both due to obsolescence and helping distinguish Depths from D, but
this (inadvertently?) heavily nerfed any of the many, many traditional vaults
using 098, as well as out-of-depth spawns per floor.
For the most obvious example, the four most common spawns of the lowest OODs for
D:14-16 were yaktaur captain, stone giant, glowing shapeshifter, and ettin, but
in the interim period between before the creation of Depths and this patch
the same tier has four most-common spawns of zombies, hill giants, ugly things,
and centaur warriors.

This expands the ood-cap to make the super-ood 8s for D:8-16 dangerous
again, but not going far enough to spawn some (now) Depths and Vaults only
terrors like titans and golden dragons, thus still distinctly splitting
D, Vaults, and Depths from each other.
The old-D:1-27 monster set was thus rebased around that ood-cap, adjusted
for monsters that mostly only spawn as oods, and then edited further
for organization purposes. The patch also has some experimental rare new
super-ood spawns to compensate for the biggest danger cut-offs.
Update a comment (HangedMan)
Remove bottled efreets

They're very rarely useful, and there are now plenty of other much more
interesting misc items.
Adjust some shop vaults

Remove pre-identified loot from a couple of shops, adjust an absdepth
check, remove the "Hardware" store since it's now somewhat redundant with
gadget shops.
Actually stop bottled efreets from generating
Some Zig Vaults

A few loot chambers.
A couple of centre pillars, some dangerous, others decorative.
Zig vault fixup

Jellies can swim
A zig vault that will place